

The following features have been successfully implemented. Note: not all features will be available in the downloadable version. See readme for details.
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- SAH KD-tree intersection acceleration
- Octree intersection acceleration |
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- Irradiance Caching
- Irradiance Gradients
- Stratified sampling
- Fully deterministic Quasi-Monte Carlo sampling |
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- Bump and normal mapping
- Diffuse reflectance
- Specular reflectance |
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- Iridescent
- Perlin noise (base class)
- Grid
- Checkerboard
- Noise |
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- Support for Radiance HDR standard
- Light probe to constellation using median cut method |
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- Caustic photon map
- Diffuse photon map with final gather
- Volume photon map
- Projection maps - NEW
- Pre-computed irradiance - NEW
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- Single scattering using ray marching
- Multiple scattering (GI) using photon mapping
- Support for inhomogeneous volume datasets |
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- Takes full advantage of multi-processor and multi-core machines such as the Intel Core Duo |
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- Polygon mesh
- Menger Sponge
- Plane
- Sphere
- Metaballs |
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- Perfect specular
- Phong
- Opaque Lambertian
- Dielectric |
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- Rapid BSSRDF translucency
- Perfect specular transmission
- Spectral dispersion
- Attenuation/tinting using Beer's law
- Phong scattering for psuedo-translucency |
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- Pinhole
- Thin lens (for DOF blur)
- Configurable aperture for custom Bokeh effects |
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- Point
- Planar area
- Spherical area
- Black body
- Image-based lights (see left)
- Uniform skylight
- Analytic daylight model
- Emission maps
- NEW |
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- .HDR (Radiance High Dynamic Range)
- .PNG (Using LibPNG)
- .BMP |
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- Reinhardt tone mapping
- Exposure, gamma and contrast
- Colour temperature |
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The following features are currently in development:
Conversion of internal colour space to CIE 1931 (XYZ and Yxy) with custom output mapping to sRGB, Adobe RGB etc.
Integration with Aqueus for volume rendering of fluid flow
Support for OpenEXR


The following features are due to be implemented in the future:
NlogN time KD-tree construction
Network rendering
BSSRDF translucency using the photon map
Metropolis Light Transport/Energy Redistribution Path Tracing (requires a major overhaul to the internal architecture)
Scriptable shader system
Ward anisotropic shader
3DS file importer
Higher order surfaces
Fur shading
Much more...


Not just yet, but it hopefully soon should be.
No. Because Igneus is part of my PhD research, it contains proprietary algorithms which I do not wish to be made public at this time. The source code may be released at a much later date when all my research is complete, however. In the mean time, check SourceForge for a list of open-source ray tracers and renderers.
Igneus uses 3DStudio MAX's ASCII-based format to import geometry, materials, lighting, cameras and other objects. An additional XML-based definition file specified additional settings not support by MAX (for example, photon map config data). If you would like to write an exporter then it would be best to export geometry data to the ASCII format (details of which are freely available), then to export additional params to an XML configuration file. Precise details on the format of this file will be available in the documentation section.
No. Igneus employes biased techniques such as photon mapping and irradiance caching which are on the whole much faster than unbiased techniques such as MLT. The downside to this is that certain complex lighting effects are not rendered as accurately. It is possible to override the path tracer to render a completely unbiased image, however the rate of convergence would be extremely slow.
Igneus is latin for fiery or ardent. Since ray tracing simulates light, I liked the idea of my renderer being named after something bright and glowing.
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